Keep in mind, that 3d studio max doesn't allow non-manifold geometry. Basically it seems you were trying to shove a polygon inside a box by connecting the edges that already connect 2 faces to a third face, which 3dsmax will not allow as that is non-manifold. Depending on what you are trying to do (not sure why you needed…
I hate Substance Painter . Need to paint seamlessly across multiple unique and tillable materials having different from factor . Like a tilable asphalt 2kx2k , a few narrow stripes 64x2k painted lines, and roadside edges both V tilable following the base mesh flow and a local unique cut in a complex crossroad . Plus a…
I know some of you CDG guys have jumped ship over here recently, what do you make of this? They stop paying the server bills or what? http://www.cdg.net/
welcome to the forums! Those are nice, cartoon-style (Monkey Island comes to mind) Palm trees, but I'm curious what they're intended for? If they are for a game, then there are a couple ways you could reduce the poly count. But first-- I think you mis-counted the number of polys-- are you sure you meant triangles? Because…
I was working on a UE4 scene recently, and had similar issues when I went to mirror some UVs. Did you bake these models down from high-polys with tangent space normal maps? If so, the normal map is baking directional shading into the surfaces, which means you won't be able to mirror them without having a seam. I ended up…
There's nothing wrong with this technique at all. The reason why some artists frown or look down on it is the way it can make the rendered sprites look. Let's just take a little glance at the Rare-developed titles that pior mentioned. Although they looked technically impressive at the time, in an aesthetic sense they…
It's not the correct result, it scales it AND moves it. Disgusting. Now UVs are messing with me. Disgusting seam from cylindrical mapping. - Weld tool is completely destructive and destroys edges - Stitch doesn't stitch where I want it to, I select the edge and instead of stitching the adjacent edge it flies off to an edge…
Maya's smoothing groups are called "hard edges" and "soft edges", if you haven't figured that out already. Be aware that Maya's cage doesn't affect the normals direction, only distance, unlike Xnormal's and 3ds Max's, which can change direction. Having said that, if you modeled and smoothed it well and lined the two models…
Take anything I say with a grain of salt since I'm a beginner as well, but I had this kind of problem with one of my own models as well. I had waviness and projection errors along the edges of my model. For me what turned out to be the problem was the fact that the high poly model was too dense at the edges. I believe it's…